Ever wonder how many ships you've killed? Or how a new ship load-out you've created is performing in combat? Or how useless a cautious officer is in an Onslaught?No more guessing, now you can know for sure!

Features:

Detailed post combat report on the Intel screen

Various reports summarizing ship performance over time or per battle

Kill count of various hull sizes

Individual weapon performance

Combat raw data dump for those that want to be data analysts! (Works for main menu missions too!)

Easy to use, just add the mod and you're good to go.

Works with just about any mod (Tested with nexerlin, SS+, lots of ships & factions)

Disabling the mod is possible, set MaxCombatResultCount=0, load your save, advance one day, save, quit and then disable the mod.

v4.4 Try again to get MIRVs to calculate damage correctly without breaking anything else

v4.3 Fully compatible with prior version MIRV warheads should now calculate their damage properly (Thanks MesoTroniK) Defend against NULL in a place it shouldn't be possible but apparently is.

v4.2 New save data format to enable new functionality

This won't break anything.

But your old combat data will be automatically deleted.

Your save game is fine.

No longer displaying kills based on killing blows, we now display Solo Kills (> 80% of hull damage) and Assists (> 20% hull dmg) DP destroyed based on pro-rated armor/hull damage Much more accurate damage calculations. Not perfect, but much better. More accurate tracking of what ships were killed. Fighters are now treated as a singular weapon system, since that is often the most useful way of thinking about them Ships details "kill" grid removed, replaced with sprites:

now render sprites for ships that were solo-killed

render ship sprites that were kill-assisted (along with a damage overlay)

New enemy fleet status summary area Player ships are shown as Disabled/Destroyed/Retreated in ship list Added % hull remaining after combat, color coded Can now aggregate data based on history and generate a "Merged combat result"

v4.1 Proper fighter kill count for TOTAL rows Denser data format for detailed combat data (to try and avoid 1MB limit) No longer using "ship list" functionality, now using rendered sprite images in list If SaveDetailedCombatData is set to true, save detailed results when main menu missions are played (saved on completion) Images scaled slightly by hull class Use 7 zip command line to build archive to hopefully work around archive slash issues

v4.0 Added new intel window for post combat detailed results (press 'e') Weapons can now properly compute how many fighters they've killed (rewrote aggregation) Various bug fixes around things done in mods that aren't done in Vanilla (big thanks stormbringer951) If SaveDetailedCombatData is on, files will be written after each battle in the folder /saves/common/combatanalytics/

One issue I think I can already see is that the K key is used by Common Radar to turn the radar on and off

Logged

Stop trying to balance the game around a few minmaxers...Programming is like sex:One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!

Spoiler

Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!

A cautious officer in an onslaught I definitely do not need a mod to know ow useless they will be! 100%

Holy.. I remember talks about a mod like this, but I never thought I would see it. Thanks a lot Nick XR. How many times I would feel someone in team is doing nothing but flying around. This is great =)

I'm not sure off the top of my head, I'll let you know inside the day. The core issues is CombatAnalytics classes are serialized with the persisted data. The gist is to fix your save, you just need to safely remove all the elements where CombatAnalytics is referenced.

There shouldn't be any issues with leaving the mod enabled to keep it from breaking your save (if you are having issues, please let me know).

In the next release disabling the mod won't break your saves, but I'm waiting for SS.8 to release it.

OK, sure will if I'll have any problems. Was just postponing using it because I didn't want to risk breaking my game and potentially not being able to revert back but if you say it's pretty simple if it needs to be done I'll use it.